#include <simgear/math/vector.hxx>
#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
#include <Objects/obj.hxx>
#ifndef FG_OLD_WEATHER
FGTileMgr global_tile_mgr;
-// a temporary hack until we get everything rewritten with sgdVec3
-static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
-{
- return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
-}
-
#ifdef ENABLE_THREADS
-SGLockedQueue<FGTileEntry*> FGTileMgr::loaded_queue;
+SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
+SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
+#else
+queue<FGTileEntry *> FGTileMgr::attach_queue;
+queue<FGDeferredModel *> FGTileMgr::model_queue;
#endif // ENABLE_THREADS
+
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
int FGTileMgr::init() {
SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
- if ( state != Start ) {
- SG_LOG( SG_TERRAIN, SG_INFO,
- "... Reinitializing." );
- destroy_queue();
- } else {
- SG_LOG( SG_TERRAIN, SG_INFO,
- "... First time through." );
- tile_cache.init();
+ tile_cache.init();
+
+#if 0
+
+ // instead it's just a lot easier to let any pending work flush
+ // through, rather than trying to arrest the queue and nuke all
+ // the various work at all the various stages and get everything
+ // cleaned up properly.
+
+ while ( ! attach_queue.empty() ) {
+ attach_queue.pop();
+ }
+
+ while ( ! model_queue.empty() ) {
+#ifdef ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
+ delete dm;
}
+ loader.reinit();
+#endif
hit_list.clear();
FGTileEntry *e = new FGTileEntry( b );
// insert the tile into the cache
- tile_cache.insert_tile( e );
-
- // Schedule tile for loading
- loader.add( e );
- }
-}
-
-
-// depricated for threading
-#if 0
-// load a tile
-void FGTileMgr::load_tile( const SGBucket& b ) {
- // see if tile already exists in the cache
- FGTileEntry *t = tile_cache.get_tile( b );
-
- if ( t == NULL ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "Loading tile " << b );
- tile_cache.fill_in( b );
- t = tile_cache.get_tile( b );
- t->prep_ssg_node( scenery.center, vis);
- } else {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "Tile already in cache " << b );
- }
-}
-#endif
-
-
-static void CurrentNormalInLocalPlane(sgVec3 dst, sgVec3 src) {
- sgVec3 tmp;
- sgSetVec3(tmp, src[0], src[1], src[2] );
- sgMat4 TMP;
- sgTransposeNegateMat4 ( TMP, globals->get_current_view()->get_UP() ) ;
- sgXformVec3(tmp, tmp, TMP);
- sgSetVec3(dst, tmp[2], tmp[1], tmp[0] );
-}
-
-
-// Determine scenery altitude via ssg. Normally this just happens
-// when we render the scene, but we'd also like to be able to do this
-// explicitely. lat & lon are in radians. view_pos in current world
-// coordinate translated near (0,0,0) (in meters.) Returns result in
-// meters.
-bool FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev ) {
- sgdVec3 view_pos;
- sgdVec3 sc;
- sgdSetVec3( sc, scenery.center.x(), scenery.center.y(), scenery.center.z());
- sgdSubVec3( view_pos, abs_view_pos, sc );
-
- sgdVec3 orig, dir;
- sgdCopyVec3(orig, view_pos );
- sgdCopyVec3(dir, abs_view_pos );
-
- hit_list.Intersect( terrain, orig, dir );
-
- int this_hit=0;
- Point3D geoc;
- double result = -9999;
-
- int hitcount = hit_list.num_hits();
- for ( int i = 0; i < hitcount; ++i ) {
- geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) );
- double lat_geod, alt, sea_level_r;
- sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
- &alt, &sea_level_r);
- if ( alt > result && alt < 10000 ) {
- result = alt;
- this_hit = i;
+ if ( tile_cache.insert_tile( e ) ) {
+ // Schedule tile for loading
+ loader.add( e );
+ } else {
+ // insert failed (cache full with no available entries to
+ // delete.) Try again later
+ delete e;
}
}
-
- if ( result > -9000 ) {
- *terrain_elev = result;
- scenery.cur_radius = geoc.radius();
- sgVec3 tmp;
- sgSetVec3(tmp, hit_list.get_normal(this_hit));
- // cout << "cur_normal: " << tmp[0] << " " << tmp[1] << " "
- // << tmp[2] << endl;
- ssgState *IntersectedLeafState =
- ((ssgLeaf*)hit_list.get_entity(this_hit))->getState();
- CurrentNormalInLocalPlane(tmp, tmp);
- sgdSetVec3( scenery.cur_normal, tmp );
- // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
- return true;
- } else {
- SG_LOG( SG_TERRAIN, SG_INFO, "no terrain intersection" );
- *terrain_elev = 0.0;
- float *up = globals->get_current_view()->get_world_up();
- sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
- return false;
- }
}
}
-// forced emptying of the queue
-// This is necessay to keep bookeeping straight for the
-// tile_cache -- which actually handles all the
-// (de)allocations
-void FGTileMgr::destroy_queue() {
- // load_queue.clear();
-}
-
-
// given the current lon/lat (in degrees), fill in the array of local
// chunks. If the chunk isn't already in the cache, then read it from
// disk.
state = Running;
}
- // now handled by threaded tile pager
-#if 0
- if ( load_queue.size() ) {
- SG_LOG( SG_TERRAIN, SG_INFO, "Load queue size = " << load_queue.size()
- << " loading a tile" );
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
- SGBucket pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending );
+ // load the next model in the load queue. Currently this must
+ // happen in the render thread because model loading can trigger
+ // texture loading which involves use of the opengl api.
+ if ( !model_queue.empty() ) {
+ cout << "loading next model ..." << endl;
+ // load the next tile in the queue
+#ifdef ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
+
+ ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
+ ssgEntity *obj_model
+ = ssgLoad( (char *)(dm->get_model_path().c_str()) );
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addKid( obj_model );
+ }
+ dm->get_tile()->dec_pending_models();
+
+ delete dm;
}
+
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
+
+ previous_bucket = current_bucket;
+ last_longitude = longitude;
+ last_latitude = latitude;
+
+ // activate loader thread one out of every 5 frames
+ if ( counter_hack == 0 ) {
+ // Notify the tile loader that it can load another tile
+ // loader.update();
+
+ if ( !attach_queue.empty() ) {
+#ifdef ENABLE_THREADS
+ FGTileEntry* e = attach_queue.pop();
+#else
+ FGTileEntry* e = attach_queue.front();
+ attach_queue.pop();
#endif
+ e->add_ssg_nodes( terrain, ground );
+ // cout << "Adding ssg nodes for "
+ }
+ }
+ counter_hack = (counter_hack + 1) % 5;
+ sgdVec3 sc;
+ sgdSetVec3( sc, scenery.center[0], scenery.center[1], scenery.center[2] );
if ( scenery.center == Point3D(0.0) ) {
// initializing
- cout << "initializing scenery current elevation ... " << endl;
+ cout << "initializing scenery current elevation ... " << endl;
sgdVec3 tmp_abs_view_pos;
- sgVec3 tmp_view_pos;
Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
latitude * SGD_DEGREES_TO_RADIANS,
// cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
prep_ssg_nodes();
- sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
+
double tmp_elev;
- if ( current_elev_ssg(tmp_abs_view_pos, &tmp_elev) ) {
+ if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
+ &tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
+ {
scenery.cur_elev = tmp_elev;
} else {
scenery.cur_elev = 0.0;
// cout << "abs view pos = " << current_view.abs_view_pos
// << " view pos = " << current_view.view_pos << endl;
double tmp_elev;
- if ( current_elev_ssg(globals->get_current_view()->get_abs_view_pos(),
- &tmp_elev) )
+ if ( fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
+ sc, &hit_list,
+ &tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
{
scenery.cur_elev = tmp_elev;
} else {
}
}
- // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
-
- previous_bucket = current_bucket;
- last_longitude = longitude;
- last_latitude = latitude;
-
- // activate loader thread one out of every 5 frames
- counter_hack = (counter_hack + 1) % 5;
- if ( !counter_hack ) {
- // Notify the tile loader that it can load another tile
- // loader.update();
-
-#ifdef ENABLE_THREADS
- if (!loaded_queue.empty())
- {
- FGTileEntry* e = loaded_queue.pop();
- e->add_ssg_nodes( terrain, ground );
- //std::cout << "Adding ssg nodes for "
- //<< e->get_tile_bucket() << "\n";
- }
-#endif // ENABLE_THREADS
- }
-
return 1;
}